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Author Topic: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION  (Read 1218866 times)
jsalemi
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #1025 on: 2008 September 15, 01:06:01 »
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Heh, it's pretty necessary when doing a dorm in the main 'hood. First bill my students got was $1250+.
Use "moveobjects on" to delete the mailbox on dorm lots.  Dorm lots aren't supposed to get bills, but you have to remove the mailbox manually after changing your lot type to a dorm on a user-created lot.  Maxis dorm lots already come sans mailbox.


Um, no, just no. Maxis dorms come with mailboxes, and dorms get bills.  Not sure what Maxis dorm's you've ever played, but if your dormies don't pay their bills, they get things repossed.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #1026 on: 2008 September 15, 02:02:07 »
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Not sure what Maxis dorm's you've ever played, but if your dormies don't pay their bills, they get things repossed.

Huh.  Would you look at that.  I can't believe I've never noticed the mailboxes.  heh 

I always delete the mailbox on custom dorms I create or download.  I've stayed in them for all four years of college, and never once got the message that bills are overdue or gotten a visit from the repo man.  I never use any type of autopay hack, so I'm not sure why my students aren't losing their bunk beds left and right.  It doesn't make sense to me that the dorm is supposed to be the cheaper vs. renting a house, but is really more expensive due to bills being generated based on the dormitory's much higher value (as opposed to a single-person home).

This might explain why all my Sims graduate summa cum laude; they have time to study, instead of scrambling to pay for all of their dorm's furnishings.
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jsalemi
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #1027 on: 2008 September 15, 02:41:41 »
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Well, they don't actually pay for the whole dorm; they pay for whatever fraction of the dorm is theirs.  8 rooms, they pay 1/8th; 6 rooms, 1/6th. I've never seen dorm bills higher than rental house bills.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #1028 on: 2008 September 15, 15:27:23 »
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I don't get bills in dorms. I thought this was an effect of dormbillfix, but it's not in the RTFM. Whatever. I like it. My sims pay tuition, so it's not like they are getting a free ride.

Oh, and the Lot Debugger is a toy! *presses more buttons*
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #1029 on: 2008 September 15, 15:50:02 »
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Dormbillfix fixes an unrelated issue regarding dorm billing, but whether or not you GET them at all is seperate.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #1030 on: 2008 September 15, 16:02:39 »
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This might explain why all my Sims graduate summa cum laude; they have time to study, instead of scrambling to pay for all of their dorm's furnishings.
Mine always graduate summa cum laude, and that's pretty much how they pay the dorm bills.  They get gobs of cash just for making the Dean's List every semester.  Easiest way to make money at uni?

Maxis made dorms seem to always have lower bills than any custom ones I make; probably because my custom ones have way nicer stuff.  lol
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #1031 on: 2008 September 15, 21:49:06 »
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I don't get bills in dorms. I thought this was an effect of dormbillfix, but it's not in the RTFM. Whatever.

If you play the same dorms long enough, the depreciation of the contents seems to get to the point where the game can't figure out what to charge, so it doesn't charge anything. The mail person comes, stands around a bit, and leaves without leaving any mail.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #1032 on: 2008 September 15, 22:15:42 »
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I don't get bills in dorms. I thought this was an effect of dormbillfix, but it's not in the RTFM. Whatever.

If you play the same dorms long enough, the depreciation of the contents seems to get to the point where the game can't figure out what to charge, so it doesn't charge anything. The mail person comes, stands around a bit, and leaves without leaving any mail.


That usually happens when I merge in a playable from the base neighbourhood. I think it is a bork, because if I then merge in a YACAS sim the bills start to be delivered as normal again.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #1033 on: 2008 September 15, 22:46:05 »
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I am trying to use this Debugger thing to delete a memory manager that I apprently accedentally spawend on a lot.  Someone in "oops you broke it" pointed out that must have been what I'd done and said I could use this FFS Lot Debugger to get rid of it.  Problem is, I can't figure out what option I'm supposed to click on.  Any help?

By the way, really not trying to be annoying here.  Just a bit worried that I've borked my game in 2 separate hoods and can't seem to fix it.   Embarrassed
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #1034 on: 2008 September 16, 01:36:55 »
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I don't know anything about a memory manager. If it is a physical object on your lot, you can kill it with the Stuck Object Remover.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #1035 on: 2008 September 16, 01:56:09 »
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I don't get bills in dorms. I thought this was an effect of dormbillfix, but it's not in the RTFM. Whatever.

If you play the same dorms long enough, the depreciation of the contents seems to get to the point where the game can't figure out what to charge, so it doesn't charge anything. The mail person comes, stands around a bit, and leaves without leaving any mail.


That usually happens when I merge in a playable from the base neighbourhood. I think it is a bork, because if I then merge in a YACAS sim the bills start to be delivered as normal again.
It happens to me with new 'hoods and new lots. I can't speak for YACAS sims as I don't ever use them. I normally build all new lots for every 'hood I have.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #1036 on: 2008 September 16, 02:44:51 »
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I don't know anything about a memory manager. If it is a physical object on your lot, you can kill it with the Stuck Object Remover.
I don't know if it's a physical object; if it is, it's invisible.  If you're interested in the details of my confused delema, see this thread: http://www.moreawesomethanyou.com/smf/index.php/topic,13101.0.html

Another question about the FFS Lot Debugger.  There are several "Memory" options available when I have a sim click on it.  One, "Clear corrupt" seems self explanitory.  But what does "clear trash" do?  I'm asking because my Pleasantview has been pretty FUBAR'ed since I installed Freetime and probably 90% of the sims have corrupted memories (somehow, Freetime mannaged to delete or overwrignt two of my playable sims so they no longer exist, but everyone who knew them has these corrupted memories of meeting them, making friends with them, etc).  Just wondering if clearing the corrupt memories from every single sim in the whole hood would cause my hood not to implode, or if it is just completely a lost cause (it's my most bloated hood and I've been thinking of maybe resetting it anyway).
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #1037 on: 2008 September 16, 09:29:02 »
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[...]One, "Clear corrupt" seems self explanitory.  But what does "clear trash" do? [...]

"Clear Trash" rids you of "Moved in" and "Met x" memories. Especially useful if your sim runs a business.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #1038 on: 2008 September 16, 12:19:52 »
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Especially since "moved in" clog fills up your memory list every time you are forced to do the evict-moveback shuffle to fix some lot issue that you're not awesome enough to fix by frobnicating.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #1039 on: 2008 September 16, 17:27:48 »
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So...deleting those memories doesn't cause problems?  I thought it was a VBT to delete any memories that the sim might have allready told another sim about because it would cause corrupted gossip memories to spread through the hood.  I guess I'm pretty confused due to my cronic non-awesomeness.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #1040 on: 2008 September 16, 18:50:51 »
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That's why you occasionally delete gossip memories, too. Smiley
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #1041 on: 2008 September 17, 03:42:00 »
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That's why you occasionally delete gossip memories, too. Smiley
Oh, haha.  I guess that would fix the problem...  Though, tracking down townies and npcs to make selectable and clear thier gossip memories might be an issue, at least for me, since I have a crapload of npcs and townies.

One thing I found my trial and error was that it's probably not a good idea to wipe corrupt memories on the Maxis made families.  I wiped corrupt on the Brokes (just reset my Pleasantview last night) and they forgot everything about Skip, so I reloaded and decided to leave those "corrupted" memories.

What exactly is the purpose of wiping gossip memories from "the dead"?  It's not like they can spread them, since they can't talk anymore.  Is it just a waste of space sort of thing?

Oh, and I'm loving that I can reroll LTW and even change "One True Hobby" with this thing.  Changing LTW works better on this than the sim modder, because with sim modder you have to unpause for the new LTW to show up, but this is immediate.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #1042 on: 2008 September 17, 06:26:40 »
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What exactly is the purpose of wiping gossip memories from "the dead"?  It's not like they can spread them, since they can't talk anymore.  Is it just a waste of space sort of thing?
Saves space. In hoods with significant numbers of dead people, several megs of disk space can be devoted to storing the gossip tokens of the dead. This slows down your game, wastes your space, and besides, they're DEAD. Plus, if you ever perform necromancy, no one wants to hear them yammer about other people who are dead.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #1043 on: 2008 September 17, 13:26:15 »
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That's why you occasionally delete gossip memories, too. Smiley
Oh, haha.  I guess that would fix the problem...  Though, tracking down townies and npcs to make selectable and clear thier gossip memories might be an issue, at least for me, since I have a crapload of npcs and townies.


No, no, no -- you don't have to do it for each sim individually. Clearing the gossip memories does it from all sims in the hood at once, playable or not.  Or you can just clear it from dead sims.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #1044 on: 2008 September 17, 18:03:02 »
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That's why you occasionally delete gossip memories, too. Smiley
Oh, haha.  I guess that would fix the problem...  Though, tracking down townies and npcs to make selectable and clear thier gossip memories might be an issue, at least for me, since I have a crapload of npcs and townies.


No, no, no -- you don't have to do it for each sim individually. Clearing the gossip memories does it from all sims in the hood at once, playable or not.  Or you can just clear it from dead sims.
Oh!  lol  ok, thanks for letting me know.   Grin  This lot Debugger thing is pretty darn useful.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #1045 on: 2008 September 23, 09:41:34 »
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I've made a bunch of socialite townies with the townie/npc maker and was adjusting them by making them selectable with Inge's Cat. When i upgrade them to pre-FT i'm not able to give them their 2nd aspiration or assign the other points. They do get 5 points but the box to assign with is greyed out. Any way to get around this?
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #1046 on: 2008 September 23, 10:39:54 »
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Move them in temporarily and then make them socialite again, using the cat.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #1047 on: 2008 September 23, 14:44:29 »
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Baa, this worked. Found out my cat although AL compatible was outdated and a new niftier version is available that can make socialites and the works. Also baa to IngeJ. for making this.
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #1048 on: 2008 September 28, 10:18:47 »
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"Fudge Astrology" makes my game crash on saving in AL. No errors, it just saves and saves forever, until I hit reset button.

I installed AL yesterday, quickly whipped up my simself (to investigate the new EP personally Wink), put her at Belladonna Cove apartments and started to correct her stats - university degree, one true hobby (I hate insects!), and finally, astrological sign. The former work fine, but the latter is not. I changed the sign in SimPE without any problems, but the batbox is more handy...
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Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION
« Reply #1049 on: 2008 September 28, 10:22:59 »
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Cannot reproduce issue, fudging astrology has worked fine for me in AL. There is no reason why it should freeze forever, so the issue is probably unrelated.
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